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Resident Evil: Behind the Mask [+Hazardous Battle]
They will be $20 each. If you want a specific model I can see what I have. They range from SCPH model 1001 through 101, so I have quite a range. Keep in mind the MM3 chip is not completely stealth as trouble games like Biohazard 3 and Dino Crisis 2 will still see it.
Yo Zombie_X! Do you still have any extra ones? If so, let me know through PM...I'm actually quite interested in buying one off of you!
Gemini, will you be using the Resident Evil DS zombies for the mansion instead of the original ones? Also, I don't know if this was present in RE2, but another great thing about RE1 is that you could actually shoot the limbs off the zombies, namely the arms. Do you plan on adding this to your game?
if we did not already have solid code for 1.5 with much ai function and other codebase assets that make 1.5 operate like 1.5 do we would probably use original engine for 1.5 project too if all we had was art asset and video.
I know this has been gone over already, but wouldn't it be a little easier to accomplish the goal of Behind the Mask via just editing one of the existing RE games?
Why would I want to use an old and deprecated engine when mine does already most of the stuff and way better? The RE1 engine is also a total derelict, limited in way too many aspect and complete garbage if you check its code.
RE1 is fully editable with Leo2236's RDT Editor, that way you don't have to go through the hassle of coding so many of the elements from scratch.
I have a full toolchain that does conversion, edit, and build jobs. The whole thing even works in batches and can rebuild a fully working game in a matter of seconds.
Here's but a short list of what can be done:
1) Import/export cameras directly from 3D Studio Max.
2) Import/export switch zones or create them from the editor all on the fly.
3) Edit footstep zones.
4) Edit lights.
5) Edit and place masks on the fly.
6) Create boundaries on the fly.
7) Add enemies, NPC's, items, doors, messages, etc all without hex editing or unpacking files.
8) On the fly GPS system, where it displays your locations in real time while the game is running allowing for easy edit reference points.
9) Add or edit mirrors!
Most of these can already be done with my own editors or directly in game via debugging modules of all sorts. 1/2/3/4 can be done within COLLADA exports or via custom editor, 5 doesn't need an editor or real time previews at all (masks are automatically generated and packed together via batch insertion), 4-7 can be edited from the debug menu, and 8 can be displayed from debug hovering info. 9 doesn't exist yet, I have only started creating drafts of mirrors, but they are going to be used for the Battle Mode.
I know this has been gone over already, but wouldn't it be a little easier to accomplish the goal of Behind the Mask via just editing one of the existing RE games?
RE1 is fully editable with Leo2236's RDT Editor, that way you don't have to go through the hassle of coding so many of the elements from scratch.
AI is the first thing I'd bring up as missing, full UI alterations rather than rewiring the existing one, full controll of memory mapping for event scripts and triggers, etc. (+it's generally easier to add new functions to your own code rather than reverse engineering something. Like, say you want to add in-game non-loading screen animations for climbing up and down ladders within the same space or add a dodge/crouch function for whatever reason.)
Just an example of what you can accomplish very easily in the old engines:
Here's but a short list of what can be done:
- Import/export cameras directly from 3D Studio Max.
- Import/export switch zones or create them from the editor all on the fly.
- Edit footstep zones.
- Edit lights.
- Edit and place masks on the fly.
- Create boundaries on the fly.
- Add enemies, NPC's, items, doors, messages, etc all without hex editing or unpacking files.
- On the fly GPS system, where it displays your locations in real time while the game is running allowing for easy edit reference points.
- Add or edit mirrors!
I even figured out how to create RDT's along with their respective .pak files completely from scratch using this tool, that way you don't need to replace any of the existing rooms.
List of stuff that can be done with an engine programmed from scratch:
-Everything imaginable!
-Mirrors!!!
I really don't see the point of editing RE1 PC version, which has plenty of performance and compatibility problems. I know it is substantially easier to edit it than programming a new RE game from scratch, but I don't think he's having any problem with the engine side of things. He can add as many features as he wants beyond what any RE game did, I say let him do it his way.
I know this has been gone over already, but wouldn't it be a little easier to accomplish the goal of Behind the Mask via just editing one of the existing RE games?
RE1 is fully editable with Leo2236's RDT Editor, that way you don't have to go through the hassle of coding so many of the elements from scratch.
Just an example of what you can accomplish very easily in the old engines:
Here's but a short list of what can be done:
- Import/export cameras directly from 3D Studio Max.
- Import/export switch zones or create them from the editor all on the fly.
- Edit footstep zones.
- Edit lights.
- Edit and place masks on the fly.
- Create boundaries on the fly.
- Add enemies, NPC's, items, doors, messages, etc all without hex editing or unpacking files.
- On the fly GPS system, where it displays your locations in real time while the game is running allowing for easy edit reference points.
- Add or edit mirrors!
I even figured out how to create RDT's along with their respective .pak files completely from scratch using this tool, that way you don't need to replace any of the existing rooms.
Hey Gem, who's going to work on inventory sprites? Or are you borrowing them from other games?
BTM will use classic menu style while Hazardous Battle will take a different route with a more arcade approach. Up until now I've done all the pixel art myself, not sure about the future, but so far so good. WIP example with most indicators still missing:
There is no light-gun support for the game? So you can't use a light gun huh? I haven't played the game in a long time. I think the reason I didn't get very far in the game was because it was boring. But in light of Gemini's project and the fact that Resident Evil has just plain sucked the past several years, I'm going to pick this game up again soon.
I forgot to mention I played Survivor for the first time in years. Holy shit I don't remember it being this awful. I couldn't even finish the game, it was just so boring.
Hunters are BS and you can't run past them. Everything is so damn linear, and it's basically find a key, move to the next area, and repeat.
Tyrants are useless. They go down with like 2 clips from a handgun.
Awful. Just awful.
Why can't people understand that this game is a "home version" of an arcade lightgun game (in quotes because I don't think it was actually released as an arcade cabinet)... the linearity and other design decisions are a direct result of being an arcade experience. They tried to hide it in the US release by removing GunCon support but that ended up being dumber than anything they could have done.
Looking mighty fine, get's even better with shot, good work gem.
Maybe you could re-use the sealth / metalic effect for a ghost / ghoul game, can the effect be applied to individual body ports?
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